View Full Version : Manual TDC just to difficult
Ive tried and tied again but can't seem to hit anything using manual TDC. Ive looked up guides to this but it looks like you have to be a ****ing math whiz to even comprehend all those damn triangles and caculations. IS there an easy way to do manual TDC or am I just better off using auto. (And dont saying all that **** about
"Oh manual is way better and auto is just a kiddie mode)
switch.dota
06-19-07, 04:09 AM
First off if you want to use Imperial as opposed to Metric, know that manual TDC is bugged. A patch is available as a mod (check that section).
Manual TDC is indeed difficult to use. However you don't need to be a math wiz. You need to determine the vessel type (recognition manual, need to actually be close to get a good look), then the range (easy with visual contact or active sonar). Then figure out the AOB & speed -- this is the hardest part. You can either guess them, calculate them (but we're not math wizards so meh) or (easiest way) observe them. For this, I highly recommend Centred75 's Ship Recognition Guide V2 (http://www.subsim.com/radioroom/showthread.php?t=116983). It is a very easy to use handbook that can lead to accurate firing solutions even for us manual TDC newbies. It also doubles as a 3D recognition manual.
Ive got all the basics down and I use a stopwatch to get get pretty accurate speed estimations. I guees the AOB as best I can and get range also. I managed to sink the cruiser in the trainign mission but I can't hit anything else!
switch.dota
06-19-07, 04:14 AM
Then try harder. Also do try to use either external or event cam for a while to SEE what you're doing wrong. For me I had neglected the running depth of torpedoes and aI had about 10 of them run under before I realised what was wrong.
Uber Gruber
06-19-07, 05:16 AM
I feel for you mate but please percyvere...percavir...per...keep trying. Lets liswt the steps:
1. Identify the target.
2. Use stadimeter to get range, note the bearing and start the chrono.
3. Plot target pos relative to your pos on the map.
4. Wait a defined period of time (3 mins 15 secs if using metric)
5. Get range and bearing again and hence plot target's new position.
6. Measure distance travelled between the two plots, this gives you target speed.
7. Draw a line between the two plots, this gives target's course.
8. Now get your sub ahead and perpendicular of target (AOB 90 degrees)
9. Set Torp running depth and speed.
10. Fire when target approx 600 meters from you bearing 340 to 20 degrees.
11. Use external cam to track your Torpedo and learn from mistakes.
Once you get these steps right you can start using more advanced methods....but trust me, you will soon be getting warm fuzzy feelings because you will start hitting the sods. :up:
switch.dota
06-19-07, 08:03 AM
In case it's not obvious (wasn't for me :oops: ), there's tools to measure angles on the map.
4. Wait a defined period of time (3 mins 15 secs if using metric)
Why that exact amount? Is there anything I am missing?
dean_acheson
06-19-07, 08:48 AM
Somethign that I did wrong forever, is to MAKE SURE you ID your target and enter the ID into the TDC. That is the only way the stadameter works.
Use the methods described above (or linked to), but while learning, play with the contact updates on. Your attack map will then show the enemy ship, AND where your aim point is (position keeper on) as a white cross and path.
This will allow you to check how your solution is and see what you are doing wrong. After a bit, you can turn it off if you want.
It's a good learning tool, though.
tater
Driscol
06-19-07, 09:24 AM
I have the same sort of problem with the TDC, particularly after I've fired the first shot or salvo. I can't seem to get the TDC to re-set and subsequent shots take off at really skewed angles. Its embarrasing to be staring down a juicy tanker at half a NM stright ahead and then watching your torpedos turn back on themselves and head in the opposite direction.
dean_acheson
06-19-07, 09:39 AM
make sure to turn the TDC off and then on again when changing targets. The little red button.
I turn mine off and on everytime I reset the angles. It's overkill but no more crazy angle shots.
Uber Gruber
06-19-07, 10:01 AM
Why that exact amount? Is there anything I am missing?
If using metric, the distance between two plots is 0.X KM. However, if those plots are taken at an interval of 3mins 15 secs then 0.X KM becomes X knots....saving you from having to convert from meters to knots.
e.g 0.3KM = 3 knots, 0.7KM = 7 knots
See this excellent tutorial from Wazoo: http://www.paulwasserman.net/SHIII/
Admittedly its for sh3, I use imperial in sh4 myself but the principle is the same if you metric in sh4.
Alternatively, get the nomograph mod then you can use plot intervals of whatever takes your fancy.
For knots the time is 3 minutes, then multiply by 2. 1.0nm becomes 20 knots. Or you can use 6 minutes and 1.0nm in 6 would be 10 knots.
tater
AVGWarhawk
06-19-07, 11:31 AM
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations.
switch.dota
06-19-07, 11:47 AM
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations.
Good luck with that when you're facing a task force. If you can get THAT close you might as well fire without the TDC. Heck, you don't even need to raise the scope :P
John Channing
06-19-07, 11:51 AM
And in the final analysis, the game is supposed to be fun. If you find it frustrating, switch to "Auto Targeting" and have a blast.
This is what I did with SH3, and had a great time.
JCC
If contact updates are on, it's a kind of middle way since you can instantly check to see if your aim is right.
Fire spreads, too.
tater
AVGWarhawk
06-19-07, 12:16 PM
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations. Good luck with that when you're facing a task force. If you can get THAT close you might as well fire without the TDC. Heck, you don't even need to raise the scope :P
No you don't need to raise the scope once the TDC is set. That is what the TDC is there for. No need to look in the scope once set correctly. And yes, you can get that close. Firing at 3000 yards out is pretty much a chance hit IMHO. Furthermore, the skippers were told not to fire unless they were 1000 yards or closer to the the target.
FIREWALL
06-19-07, 12:19 PM
Hi Thilo :)
I feel for you buddy. I had the same problem. I couldn't hit the broad side of a barn door. :p
My little bit of advice is to find a patrol where you come upon a convoy and do a save and every once in awhile go back and use this as a practice session.
The rest of the time do as JCC advised and go auto and have fun.
Eventualy you'll get it down to a science and won't play it any other way.
When you can hit more than you miss Manualy that's IMMERSION. :rock:
Good Luck and don't give up. :up:
Powerthighs
06-19-07, 02:07 PM
As was mentioned above, I reiterate that with map contacts on you can see the actual ship on your attack map, as well as the white X that tells you where the TDC currently thinks the ship is and how its moving.
This is a great "middle road" to get used to using manual TDC and it allows you to see how accurate your solution is before you fire.
switch.dota
06-19-07, 05:11 PM
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations. Good luck with that when you're facing a task force. If you can get THAT close you might as well fire without the TDC. Heck, you don't even need to raise the scope :P
No you don't need to raise the scope once the TDC is set. That is what the TDC is there for. No need to look in the scope once set correctly. And yes, you can get that close. Firing at 3000 yards out is pretty much a chance hit IMHO. Furthermore, the skippers were told not to fire unless they were 1000 yards or closer to the the target.
Suggest one way to get a shot at a Task Force that way, besides diving so deep your hull might crack.
crapgame
06-19-07, 05:26 PM
Ive tried and tied again but can't seem to hit anything using manual TDC. Ive looked up guides to this but it looks like you have to be a ****ing math whiz to even comprehend all those damn triangles and caculations. IS there an easy way to do manual TDC or am I just better off using auto. (And dont saying all that **** about
"Oh manual is way better and auto is just a kiddie mode)
I am in the same learning curve except my first two try I hit and target. My ratio of hits to misses has dropped considerably since. I have started using the event camera and external views to try and figure out my mistakes. Most being:
1. misidentifying the target.
2. speed - this is my biggest
I am trying torps on unescorted merchants instead of on the surface so I don't have to worry about destroyers.
AVGWarhawk
06-19-07, 07:48 PM
Do yourself a favor. Get close to the target. 1000 feet or closer. This will compensate for any small miscalculations. Good luck with that when you're facing a task force. If you can get THAT close you might as well fire without the TDC. Heck, you don't even need to raise the scope :P
No you don't need to raise the scope once the TDC is set. That is what the TDC is there for. No need to look in the scope once set correctly. And yes, you can get that close. Firing at 3000 yards out is pretty much a chance hit IMHO. Furthermore, the skippers were told not to fire unless they were 1000 yards or closer to the the target.
Suggest one way to get a shot at a Task Force that way, besides diving so deep your hull might crack.
Very simple, get inside the columns. We all know once in there the DD get confused and dumber by the minute. Now you are close with ships making circles and DD playing traffic jam in New York City.;) Go deep and full throttle to get inside. What do you mean so deep your hull will crack. Get below a thermal layer. Works wonders when evading. Once there watch the confusion. Watch all the ships stop or go to two kts. I do not know about you but I find the gap were the DD are not sweeping.
Its just not ****ING worth it! I tried twice and failed! First time I had the PERFECT ****ING POSITION and cacualted speed, and a 90 degree AOB, and a nice short range. I wait till he comes to directly 90 degrees and fire and guess what ****ING happens? THE ****ING TORPEDOES VEER HARD RIGHT STRAIGHT OUT THE ****ING TUBE. A perfect solution, postiion and everything gone to waste becuase of this ****ty freak torpedo phenomenon.
Second time its two large merchants im all creeping up on them, got a nice intercept course goin and they are getting close now,and im making good cacualtions, only a few more minutes before they cross in front of me and I shoot. But what kind of freaky **** happens this time?!? 6 ****ING RANDOM EXPLOSIONS BEHIND AND TO MY LEFT THAT CAUSE THE MERCHANTS TO CHANGE COURSE. 6 ****ING EXPLOSIONS FROM NOWHERE!!!! NO PLANE OR ANYTHING! WTF, IM ****ING DONE WITH THIS ****
AVGWarhawk
06-20-07, 06:21 AM
Its just not ****ING worth it! I tried twice and failed! First time I had the PERFECT ****ING POSITION and cacualted speed, and a 90 degree AOB, and a nice short range. I wait till he comes to directly 90 degrees and fire and guess what ****ING happens? THE ****ING TORPEDOES VEER HARD RIGHT STRAIGHT OUT THE ****ING TUBE. A perfect solution, postiion and everything gone to waste becuase of this ****ty freak torpedo phenomenon.
Second time its two large merchants im all creeping up on them, got a nice intercept course goin and they are getting close now,and im making good cacualtions, only a few more minutes before they cross in front of me and I shoot. But what kind of freaky **** happens this time?!? 6 ****ING RANDOM EXPLOSIONS BEHIND AND TO MY LEFT THAT CAUSE THE MERCHANTS TO CHANGE COURSE. 6 ****ING EXPLOSIONS FROM NOWHERE!!!! NO PLANE OR ANYTHING! WTF, IM ****ING DONE WITH THIS ****
You are sounding like Mush Morton and his ills with dud torps! Keep trying man, once you get a hit it feels pretty good.
One last thing, I use outside views. Once I fire a torp I go to the outside view and see how my torp is tracking. I follow it up to the merchant. I can see were I went wrong if I miss and change my solution to correct my problem.
Subject
06-20-07, 07:06 AM
Tried twice? :hmm:
I'm one of those still studying hard in SubSchool, one of my favorite classes is here: http://www.history.navy.mil/library/online/ss-doc-4.htm
Besides waiting to be killed in the Med :roll: I'm not gonna set foot on any US-sub and far less as the commanding officer, until finished with the lectures. Once "college-time" is over, SHIV will be nervously loaded and with a beating heart I shall respectfully and humbled enter the sub given to me. Never lost a crew and it shall not happen in the US Navy either. [/RANT]
Twice? Come on, man.
Anyway, wanted to say thank you for the lessons given in this thread. All duly copied and pasted into my notebook :smug:
If the torpedos veered off to the right a lot, it almost certainly wasn't a torpedo failure, that is really unlikely in the stock game. Sounds like the tdc was set up wrong.
Did you go to the attack map with the position keeper on and look at the white target marker vs the actual target ship? Were they moving together in lock step?
The dials in the TDC are all very touchy, IMO. Too touchy by a lot. If you adjusted any of the torpedo settings (speed, depth, etc) it would be very easy to turn the spread angle. Note that another gross failure of the TDC model is the fact that the gyro angle dial---unlike every other torpedo setting on that panel---affects ALL torpedos, not just the one you asre adjusting.
For example, I have to go into each tube and set the torpedos to "fast" (odd in itself since fast was the RL default). I can set each tube to a different speed and depth. If I set tube 2 to a 1 degree left offset, and tube 3 to a 1 degree right offset, you'd expect that I'd now have tubes 1-3 set for a spread, right? Wrong. All would go off at a 1 degree right setting. It's stupid but that is the way it is.
So if you touched that touchy dial, even by accident, every single tube would fire with the wonky setting.
tater
I wish that each tube would have its own spread dial rather than one dial governing all of them. Makes it a real pain in the ass to fire fast spreads when you have to adjust that hypersensitive dial every time.
It's also godawful UI design since every other setting on that panel is torpedo specific.
While training with the PK in SH4 I find it helpful to fire a salvo of 2 or 3 torps with little or no spread. If one or two in the pack veer off course, I can at least dismiss those as faulty.
I found myself aggravated more than once when firing a torp and watching it swim off in some odd direction, trying to correct for it, only to learn eventually that it wasn't my solution that was at fault.
As was mentioned above, I reiterate that with map contacts on you can see the actual ship on your attack map, as well as the white X that tells you where the TDC currently thinks the ship is and how its moving.
This is a great "middle road" to get used to using manual TDC and it allows you to see how accurate your solution is before you fire.
I too do it this way (what are those guys doing standing at the map tables in the control room anyway? ;) ). I'm using imperial measurements.
First lock up and ID the target. Turn on tracking mode.
To get a good speed measurement simply measure the distance your target goes every 5 minutes (x 12 = knots), 10 minutes (x 6 = knots) or for slower targets 15 minutes (x 4 = knots). If you have radar and further ranging ability you can go 20 and 30 minutes ( x 3 and x 2 = knots respectively). Zoom right in on the map so you can be as accurate as possible with your mark.
Once you have a couple marks and have plotted the target's course you can use the angle finder tool on the nav map to determine a reasonably accurate AoB. Your first mouse click should be ahead of the target along its plotted course. The second click will be on the target itself, then draw a line out to your sub.
I find the stadimeter difficult to use, but it doesn't matter. Use it to enter an initial range, then check your solution on the attack map. You can see the error in your solution by where the white marker from the position keeper is relative to the ship. It should be right on top of the target if you have a good solution. The range is likely out but you can manually adjust it to some degree with the dial. The white "lead line" should match the course of the target. If not, redo your AoB measurement.
Down scope and wait a couple of minutes.
Up scope and lock up your target again. If your solution is good the white position keeper marker will still be on top of the target. If not, adjust the necessary variables as above. Down scope.
If you have time, you can check your solution again, or even a number of times. Once you have a good solution the position keeper is very accurate. Once you're happy with your solution, go to the attack map and note the position of the grey line; that is the firing track of the fish.
Once the grey line gets to ~ 10 - 15 deg from dead centre, open tube doors, take one last check, and fire when the firing angle approaches 0 degrees. As someone mentioned, you don't even need the scope up to fire if you have a good solution given the accuracy of the position keeper. I try to time it so I'm 1500 yds or less when I fire (task forces are generally more difficult to get this close to). One thing to note about the offset angle: it is relative to the white marker from the position keeper. It's also important to note that the farther away your target is, the bigger the impact of each degree of offset. If you're less than about 1500 yds away you can get away with a bigger spread. You will want to put at least some offset (1-2 degrees) for each fish otherwise they'll hit the target in pretty much the same location. Determine right or left by the position of the white marker on the target.
If you zoom in close enough on the map, you can also see your fish travelling towards the target.
Any target 1500yds or less is a guaranteed hit using this method. My farthest shot so far was last night when I hit a Kongo class BB from over 5000yds with 2 out of 4 fish in a Sargo class off of Luzon. My accuracy wasn't that great because of the speed the task force was travelling (fewer distance measurements), and the need for very quick observations given the heavy and very active escort.
I initially was using the automated TDC as I couldn't hit anything with manual targetting. This was too easy so I switched to manual with external view and map contacts so I could see where my fish were going, and get a better handle on how things worked. Since then I've turned off external view. I still need the map contacts as it's fairly clear my solutions aren't very accurate (still, lol :lol: ) , but once I get good enough at it I'll turn them off too ;) So yes, I think it's a good intermediate step :up:
Nightmare
06-20-07, 12:18 PM
I wish that each tube would have its own spread dial rather than one dial governing all of them. Makes it a real pain in the ass to fire fast spreads when you have to adjust that hypersensitive dial every time.
From what I understand and from some of the pictures I've seen, I believe there was only one dial on the TDC/angle solver for gyro offset (spread dial). Thus it affected all tubes and had to be changed between firing of tubes during a salvo.
Nightmare
06-20-07, 01:18 PM
Speed can be one of the hardest things to figure out, but it’s pretty straight forward with some practice. If you play with the map contact updates on (contacts on nav map updated for you) and using Imperial measurements (get the mod that fixes the mast height problem or run RFB or other mods that include it), here’s what worked for me. It does involve some math though so either be good at mental math or have a calculator handy.
Knots are a unit of speed for boats and planes. Knot means nothing more than nautical miles per hours. If a ship is traveling 15 knots, the boat is traveling 15 nautical miles per hour. Since there is 60 minutes in an hour, we can take an observation of a target between two points and measure the distance it takes to travel over a period of time.
First thing I do once I spot a target is get on an intercept course, then I start tracking to figure out speed. Go to the nav map and bring up the stopwatch. Take the mark tool and mark a point smack dab in the middle of the target, and immediately start the stopwatch. If you are submerged go ahead and lower the scope. Now all we do is wait for several minutes. How long to wait depends on how much time you think you have. Longer you wait, the more accurate the calculation will be. I typically use 6 minutes between observations, so I’ll use that in this example.
At around 5:45 on the stopwatch I start raising the scope and find the target again. Switch to the nav map and right at the 6-minute mark; mark the target in the dead center again. Lower the scope, and now it’s time to take the ruler and measure the distance between your two marks. The ruler is only accurate to a tenth of a nautical mile so you’ll have to eyeball if the distance is somewhere between. Let’s say I have about .55 nautical miles traveled between the two marks according to the ruler. Here the formula:
Speed = (60 / minutes between observations) x distance
So here is what it looks like in my example:
Speed = (60 / 6) x .55
or
5.5 = 10 x .55
I now have the speed of roughly 5.5knots (either round up or down accordingly) for this target. Go ahead and raise the scope and lock on the target. I’m assuming you already have the target identified with the correct masthead height entered, so go ahead and get your range, and send to TDC. Get your AOB either eyeballing it or the method DedEye listed above, and send to TDC. Now enter the speed, and send to TDC. Now click the button to activate the TDC (should turn red). Lower the scope, but occasional take a look.
On the TDC at the top there are two dials. The top most one is your target and the one below that is ownship (our ship). At the top of the dial of own ship there is a mark that if you hover the mouse over it, it’ll display the bearing that the TDC thinks the target should be at. If it matches what you see in the scope, your solution is still good. If it’s off by a wide margin, then the target has either changed course or speed. If thats the case, turn the TDC off and start the process again.
Once the range and impact angle look good and the TDC matches what you see go ahead and fire. I usually fire 3 torpedoes per target (just like most of the successful skippers did in the war) with 2 of the 3 having a slight offset. 90% of the time 2 of them will hit.
panthercules
06-20-07, 07:01 PM
My two cents worth - if you're worried about not being able to hit anything with manual TDC, start practicing only with dud torpedoes off and only with subs in 1944-45, after they fixed the torpedoes.
I was getting really frustrated with not hitting anything on manual TDC and blaming my lack of success on my set-up/solutions or TDC bugs etc. Then after reading a lot of the posts in various threads here and doing some concerted testing, I realized that my misses were not really related at all to the TDC (or much, at least - I would still occasionally forget to reset the spread angle between shots or make other simple user errors) - they were simply torpedo failures.
Once I started paying attention to the PK (comparing it to my observed periscope sightings over time), and turned on my event camera for testing, I realized my TDC solutions were essentially perfect, and that almost all my torpedoes were dead on target directionally. However, I was getting torpedo failure rates upwards of 75-80% or more (mostly running deep under the hulls, sometimes premature explosions and only very occasionally a dud strike/bounce-off or a gyro error veer-off). Historically, pretty accurate results for the early war (1941/42) time frame I was playing in based on what I've read, but obviously it's hard to gain confidence in your manual TDC skills when you're not getting many hits.
So, I suggest that you eliminate these torpedo failure variables until you get enough practice with the TDC using reliable torps - then you can decide how much frustration you want to experience with the torpedoes in the name of historical accuracy once you have the TDC mastered.
Good luck and good hunting!
Dean's advice is critical. The TDC does not change targets until you cycle the station keeper mode.
-Pv-
John Channing
06-20-07, 08:15 PM
My two cents worth - if you're worried about not being able to hit anything with manual TDC, start practicing only with dud torpedoes off and only with subs in 1944-45, after they fixed the torpedoes.
I was getting really frustrated with not hitting anything on manual TDC and blaming my lack of success on my set-up/solutions or TDC bugs etc. Then after reading a lot of the posts in various threads here and doing some concerted testing, I realized that my misses were not really related at all to the TDC (or much, at least - I would still occasionally forget to reset the spread angle between shots or make other simple user errors) - they were simply torpedo failures.
Once I started paying attention to the PK (comparing it to my observed periscope sightings over time), and turned on my event camera for testing, I realized my TDC solutions were essentially perfect, and that almost all my torpedoes were dead on target directionally. However, I was getting torpedo failure rates upwards of 75-80% or more (mostly running deep under the hulls, sometimes premature explosions and only very occasionally a dud strike/bounce-off or a gyro error veer-off). Historically, pretty accurate results for the early war (1941/42) time frame I was playing in based on what I've read, but obviously it's hard to gain confidence in your manual TDC skills when you're not getting many hits.
So, I suggest that you eliminate these torpedo failure variables until you get enough practice with the TDC using reliable torps - then you can decide how much frustration you want to experience with the torpedoes in the name of historical accuracy once you have the TDC mastered.
Good luck and good hunting!
Or do what I have been doing.
Never use the Magnet Detonator. Set your torpedos for Contact only, shallow run (just below the waterline).
But don't tell Fife or Christie. They will be p***d!
JCC
Rockin Robbins
06-20-07, 08:42 PM
OK folks, Dean especially. I can't seem to get manual turned off. Does RFB force manual mode? I'm tired of arguing with the options settings and you folks have inspired (?) me to just go it the real way here. I've studied up on all the colorful profanity that will most likely be necessary and laughed myself half to death over the plights of some of you. Now I too will become a victim. It's your fault, Dean. If you hadn't done it with some success I wouldn't even try. I better study that book on profanity one more time before I humiliate myself and waste all those expensive torpedoes. God help me, here I go...
Well I did manage to sink something.... rough seas with a small convoy. didnt have that great of an intercept course but I'd figured I'd give it a shot anyway. Chose a freighter out of the pack and had a ahrd time collecting tdc data because of waves (Im running parallel to the convoy btw) and shot my torps all of which missed. So I said forget it and fired a spread of 6 torps each set to go varying degrees to the left. All missed...except one which hit a small freaighter miracuously in just the right spot giving me a one hit kill. He began to sink slowly and a few min he suddenly exploded in half which sped up his fate rather quickly.http://i115.photobucket.com/albums/n285/msl_2006/SH4Img19-6-2007_17.jpg
I never saw anything like 70% failures before I started using the hardcore torpedo mod.
Weather-guesser
06-20-07, 10:04 PM
Speed was always my downfall in that I was always estimating too low and my fish would pass far astern. Practice practice practice! Dont give up.:|\\
NefariousKoel
06-20-07, 11:07 PM
A few things to keep in mind:
1) If you're using the historically accurate Imperial measurements, the range will be off when using the Stadimeter. Should be fixed in the next patch. *crosses fingers* I try to drag the stadi about 10% further down the top of the mast to make up for it while using Imperial. Metric seems to be just fine.
2) The Position Keeper button (white/red when off/on respectively) is something that you should know when to turn on and off. The first thing you should do when choosing your fat juicy target is turn on the PK before making any manual inputs. Conversely, when you're done sinking that target, turn the PK button off and reset all 3 inputs to neutral.... Drag the pointer in the speed dial down as far it will go, set AoB to 0 dead on, and set speed to 0. Make sure you click the range input twice as the first time will not do the whole job. It will only input the speed and AoB the first time you click and you'll notice the range doesn't change until you hit it a second time.
3) As many others have mentioned, keep Map Contact Updates on while you practice your Manual solutions. After setting all 3 variables, use the attack map (2nd button from left under navigation section) to find out what your solution looks like. You will see the true location of the target, a white 'X' indicated the location your solution says it's at, and a white line pointing out of the 'X' indicating your estimated Angle on Bow. The latter is the biggest help when you're guessing AoB... and checking the attack map. Try going through all 3 inputs and hit the range input button at the very last. Check your attack map solution, revise and repeat. You will get very good at a fairly quick AoB judgement this way.
There are many ways to determine speed. Having Map Contact Updates on will easily let you use the 3 minute rule (Imperial) or 3:15 rule (Metric). When that's off, or in a hurry.. I like to use the ship length method and how long it takes the target to travel it's own length. There are many many different methods here on these boards for figuring speed and you should check them out.. see what you're comfortable with.
Once you get your first solid hit, it's a very fulfilling moment. You've overcome quite a challenge but there's many more difficult challenges ahead and it's never easy so you know you can always have an engaing time of it.:rock:
panthercules
06-21-07, 01:17 AM
Or do what I have been doing.
Never use the Magnet Detonator. Set your torpedos for Contact only, shallow run (just below the waterline).
But don't tell Fife or Christie. They will be p***d!
JCC
LOL - if you're running RFB and playing in 1941/42, even that won't save you. I fired 14 torps at a small freighter in January 1942 - 6 while underway (all missed), 8 more after bringing her to dead stop with the deck gun. Of those last 8, the first 2, set for contact at 10' depth, and the next 5, all set to contact and 3' depth, passed harmlessly under her hull - only the last torp (also set to contact and 3') finally hit and exploded, and she mercifully went down. Obviously, setting them shallow will be better than not, since they tend to run deep, but it's no guarantee of success either. So, for TDC practice purposes, I say go with no duds in 1944/45 till you get the hang of it. :yep:
Well I FINALLY think I got the hang of this. Intercepted a convoy nw of the phillipines at night and sunk a destroyer and passenger carrier w00t
TwistedFemur
06-21-07, 08:39 PM
I use Real Fleet Boat but I dont use manual TDC because I'm the skipper of the boat and thats what the crew is for.
NefariousKoel
06-21-07, 11:51 PM
Well I FINALLY think I got the hang of this. Intercepted a convoy nw of the phillipines at night and sunk a destroyer and passenger carrier w00t
:up:
Subject
06-22-07, 07:13 AM
Well I FINALLY think I got the hang of this. Intercepted a convoy nw of the phillipines at night and sunk a destroyer and passenger carrier w00thttp://i189.photobucket.com/albums/z15/subject_rod/smilies/trampoline.gif Excellent! And thanks for starting this thread!
Rockin Robbins
06-23-07, 09:02 AM
I cheated a bit by disabling RFB (I recommend doing this to obtain your first successes as monitoring your mistakes is much easier), but I'm hitting ships now! I thank all of you for a thread of gold. The satisfaction of hitting a ship with full manual targeting is like no other! Now if I can get my wife's grandfather's boat Kraken and avenge some of their loss of credit for ships sunk I'll be a happy man. No Kraken wasn't always a rollercoaster in Tampa, FL! The original ride was much more perilous than that.
After repeated success I'll go back to RFB (what a great mod!) and get some real experience.
I cheated a bit by disabling RFB (I recommend doing this to obtain your first successes as monitoring your mistakes is much easier), but I'm hitting ships now! I thank all of you for a thread of gold. The satisfaction of hitting a ship with full manual targeting is like no other! Now if I can get my wife's granfather's boat Kraken and avenge some of their loss of credit for ships sunk I'll be a happy man. No Kraken wasn't always a rollercoaster in Tampa, FL! The original ride was much more perilous than that.
After repeated success I'll go back to RFB (what a great mod!) and get some real experience.
Nice to see you're sorted. I had one of those golden moments last week when I managed to sink three merchants in one salvo using manual TDC. Six shots, six hits, three sinkings. I almost shouted out loud in excitement as the explosions went of around my boat. Total confusion reigned in the convoy as the destroyers dropped DC's left, right and center. If my stern tubes had been ready we could have let loose one the most devastating torpedo salvos in naval history. Manual TDC truly is what this game is all about. :up:
I am not hitting with manual TDC all the time either, but I am having some sucess. Here are my suggestions:
1 get close to the target track, 1500 yds or less
2 range is the least important factor in the firing solution, and the target book is extreamy difficult to use, so forget about it. identify the target type and enter a mastheight that is the average for that class of ship, for example, for a heavy cruiser, use 119ft. All you really need to know is the mastheight, so if you can get it exact, great, if not , use an average. forget about finding the target in the book and clicking on the little square
3. Set up a 90 deg shot or as close to 90 deg as possible
4 use the map and a stopwatch to estimate speed. This is the critical component of the TDC. A slight error here willl result in a miss.
4 Set torps for fast speed.
AOB only needs to be close, not exact.
If you have a good speed calculation, and are withing 1500 yds, at about a 90 deg angle to the target track, your chances for a hit are very good. I hope this helps, Joe S
Fearless
07-02-07, 07:46 PM
I have about a 75% success rate with manual TDC (aiming at one ship though). What I can't seem to figure out is how I can quickly target the next ship and "shoot from the hip" so to speak. The data from the previous target is still locked in the TDC and it doesn't seem to wanna clear out.:hmm:
Has anyone got that down pat? I surely would like to know what steps are involved how it's done :oops:
AVGWarhawk
07-02-07, 08:03 PM
I have about a 75% success rate with manual TDC (aiming at one ship though). What I can't seem to figure out is how I can quickly target the next ship and "shoot from the hip" so to speak. The data from the previous target is still locked in the TDC and it doesn't seem to wanna clear out.:hmm:
Has anyone got that down pat? I surely would like to know what steps are involved how it's done :oops:
Generally speaking you need not worry about speed as the ships are doing the same speed. Perhaps adjustment on the AOB and then make another range check on the fresh target. Click to update the TDC. This will clear out the old AOB and range. That is about it really.
Rafter11
07-02-07, 08:23 PM
Thilo,
You just need to nail the speed and AOB. In my experience the visual you get of the AOB thorugh the periscope is very misleading. It is usually appears higher than it actually is. AND AOB IS CRITICAL.
I regularly hit first targets with manual TDC from 2000 plus yards. Switching to the second target is another story.
But I digress. Use the protractor on the chart page to measure the AOB. Once you get it right, PK will keep it updated. Use the chornometer and the pencil on the chart page to nail the speed.
I went through the same frustrations you are. But once I realized my AOBs were the problem, things really started clicking.
Rafter11
Fearless
07-02-07, 08:32 PM
I have about a 75% success rate with manual TDC (aiming at one ship though). What I can't seem to figure out is how I can quickly target the next ship and "shoot from the hip" so to speak. The data from the previous target is still locked in the TDC and it doesn't seem to wanna clear out.:hmm:
Has anyone got that down pat? I surely would like to know what steps are involved how it's done :oops:
Generally speaking you need not worry about speed as the ships are doing the same speed. Perhaps adjustment on the AOB and then make another range check on the fresh target. Click to update the TDC. This will clear out the old AOB and range. That is about it really.
Thanks AV :up:
Rafter11
07-02-07, 08:35 PM
I have about a 75% success rate with manual TDC (aiming at one ship though). What I can't seem to figure out is how I can quickly target the next ship and "shoot from the hip" so to speak. The data from the previous target is still locked in the TDC and it doesn't seem to wanna clear out.:hmm:
Has anyone got that down pat? I surely would like to know what steps are involved how it's done :oops:
Fearless,
I am having the same problem. I have even checked the attack plot and find the second target circled and the white line looking ok. Yet when I fire the torps they head for the old target 1. The strange thing is that if I sail around for half a day or so the problem goes away and TDC will take new data. If this is a bug, I hope the devs will fix it in 1.3.
Rafter11
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